/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/ModelingObjectsCreationAPI.h
Look up the name for the Asset underlying the given Component, if there is one. Optionally Strip off the appended auto-generated UUID string if we can detect one. If there is not a known underlying asset, returns the Component's name
the Name for the Component
namespace UE { namespace Modeling { [FString](API\Runtime\Core\Containers\FString) UE::Modeling::GetComponentAssetBaseName ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * Component, bool bRemoveAutoGeneratedSuffixes ) } }